#include "wsymath/matrix3d.h"
//#include "wsymath/computeRotationMatrixOfEular.h"
#include "wsymath/inversematrix.h"


//GLfloat *Matrix3D::rotationMatrixInRadian(double angleXInRadian, double angleYInRadian, double angleZInRadian) {
//    return computeRotationMatrixOfEular(angleXInRadian, angleYInRadian, angleZInRadian);
//};

GLfloat *Matrix3D::inverseMatrix(GLfloat *m) {
    GLfloat *dst = Matrix3D::newInstance();
    inverseMatrixLocal(m, dst);
    return dst;
};

void Matrix3D::inverseMatrixNew(GLfloat *m, GLfloat *array) {
    inverseMatrixLocal(m, array);
}
